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Thread: Kingdoms Grand Campaign Mod Feedback

  1. #161
    vietanh797's Avatar Domesticus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    no i didn't said it is difficult
    only because i want to check all faction so i have about ten save game with ten others faction i can win all but i only defeat one faction then i play a new game with another because when i can destroy a faction nothing can stop me
    thank for your reply
    Empire II and Medieval III pls

  2. #162

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Update

    A full list of the changes:

    -Extra garrisons added for an even harder challenge.
    -Added in a few new events.
    -New map terrain thanks to Repman
    -Antioch start with a st johns chapter house.
    -Jerusalem start with the templars chapter house.
    -Turks given a higher kings purse and they start off with better quality troops.
    -New menu music from Kingdoms.
    -Loading screen music now working with faction intro's back.
    -New regions added Kerak, Danzig and Konigsberg.
    -Some improvements to major cities, Kiev is now the most most wealthy city in eastern europe.
    -New unit cards from Kingdoms.
    -Armoured sergeants added to faction England.
    -AI generals now have the better command trait.
    -Named characters now start more fertile for timescale 0.5 years.
    -Mangonels moved back to the siege works.
    -Fortress upgrade level now requires a population of 10000
    -Mongol invasion armies spawn in much shorter waves.
    -New win conditions for a tougher campaign.
    -Rebalanced a few units.
    -Brigand rebels spawn even less.
    -Money gained from sacking a settlement reduced.
    -Fixed a few traits (done by to Rodrigo the scarred).


    all the best
    Dave
    Last edited by Dave Scarface; February 01, 2008 at 12:17 PM.

  3. #163

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Wonderful! And if you need any help with the mod I would be glad to do so. I did a little bit of RTW modding with the Lordz NTW 2 mod.


    “Today, the general will of all nations is calling for fundamental change... The prerequisite to this change is a change in goals, intentions, and directions. If tyrannical goals are repackaged in an attractive and deceptive package and imposed on nations again, the people, awakened, will stand up against them.”
    Iranian President Mahmoud Ahmadinejad

    Truth is treason in the Empire of Lies.
    Ron Paul


  4. #164

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Wonderful! And if you need any help with the mod I would be glad to do so. I did a little bit of RTW modding with the Lordz NTW 2 mod.
    Thanks for the offer but I am seriously struggling now to think of anything more I can do to improve this mod. Another patch is unlikely, however I am unsure of whether I will need to update this mod after the official new patch for Kingdoms is released.

    Dave

  5. #165
    vietanh797's Avatar Domesticus
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    there are something is need to do more
    1. please add a desktop shortcut
    2. reduce the money of papal states when i spy there are 5 full stack in their land and one full in Rome how could they upkeep this large army with only one town(i only have 2 full stack to att even i have 14 towns and 12 castles)
    Empire II and Medieval III pls

  6. #166

    Default Re: Kingdoms Grand Campaign Mod Feedback

    @vietanh797,

    Dont worry about the new desktop shortcut that is included, I just forgot to mention it.

    Update about the patch I have ran into a serious issue which is causing a CTD. This is caused by somethink I added, but finding what file is the cause is proving hard. So I just thought I should let you all know I will not release this today now.

    Dave

  7. #167

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Fortress at 10 000? It isn't too much? Because demographic expansion is very slow in castles (no markets, no big churches or hostellery, who give a demographic bonus).
    Which is the population level for citadel? 20 000?
    This update will make this mod perfect, i wait with growing impatience.

  8. #168

    Default Re: Kingdoms Grand Campaign Mod Feedback

    What was your decision on the Byzantine advanced powder? Just wondering.


    “Today, the general will of all nations is calling for fundamental change... The prerequisite to this change is a change in goals, intentions, and directions. If tyrannical goals are repackaged in an attractive and deceptive package and imposed on nations again, the people, awakened, will stand up against them.”
    Iranian President Mahmoud Ahmadinejad

    Truth is treason in the Empire of Lies.
    Ron Paul


  9. #169

    Default Re: Kingdoms Grand Campaign Mod Feedback

    This update will make this mod perfect, i wait with growing impatience.
    This patch will only be released when I think it is ready and not before. I never released buggy updates with CTD's and I'm not gonna start doing that now. So you will just have to wait if you want this to be good.

    And the reason I never mentioned citadels is because I did not touch them. I know very well that it is hard enough to get to 18000 with castle populations as it is. However in my campaigns I felt fortresses were getting built a little to early in the campaign. I want the next teir of units available from castles to appear a little later see. The other way of doing this would have been to drop the starting populations lower than 3000 for all castles in the descr_strat.txt. But it makes no real difference which way I do it.

    @Twfan55,

    No sorry, the only new gun powder units for Byzantium in this mod are Byzantine Gunners.

    Dave
    Last edited by Dave Scarface; February 01, 2008 at 01:10 PM.

  10. #170
    Black_Rider's Avatar Ordinarius
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    Update

    A full list of the changes:

    -Extra garrisons added for an even harder challenge.
    -Added in a few new events.
    -New map terrain thanks to Repman
    -Antioch start with a st johns chapter house.
    -Jerusalem start with the templars chapter house.
    -Turks given a higher kings purse and they start off with better quality troops.
    -New menu music from Kingdoms.
    -Loading screen music now working with faction intro's back.
    -New regions added Kerak, Danzig and Konigsberg.
    -Some improvements to major cities, Kiev is now the most most wealthy city in eastern europe.
    -New unit cards from Kingdoms.
    -Armoured sergeants added to faction England.
    -AI generals now have the better command trait.
    -Named characters now start more fertile for timescale 0.5 years.
    -Mangonels moved back to the siege works.
    -Fortress upgrade level now requires a population of 10000
    -Mongol invasion armies spawn in much shorter waves.
    -New win conditions for a tougher campaign.
    -Rebalanced a few units.
    -Brigand rebels spawn even less.
    -Money gained from sacking a settlement reduced.
    -Fixed a few traits (done by to Rodrigo the scarred).
    Where I can download it?
    I must download whole mod or just patch?

  11. #171

    Default Re: Kingdoms Grand Campaign Mod Feedback

    The update has not been released yet, I just posted the change list thats all. And when this patch is ready you simply install it over the mod. You do not need to download the main mod again..

  12. #172
    Black_Rider's Avatar Ordinarius
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    And when you relase this patch?

  13. #173

    Default Re: Kingdoms Grand Campaign Mod Feedback

    He has already said that, two posts before: when he will be sure that there are no bugs. We are all impatient, but his work is really a good work, I agree to say that it's better to wait a little bit more rather than upload a new patch agaisnt the bugs of the last patch...

  14. #174
    Black_Rider's Avatar Ordinarius
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    Default Re: Kingdoms Grand Campaign Mod Feedback

    He has already said that, two posts before: when he will be sure that there are no bugs. We are all impatient, but his work is really a good work, I agree to say that it's better to wait a little bit more rather than upload a new patch agaisnt the bugs of the last patch...
    Of course, I agreed with you Blackader, I hope this will be last patch to this very good mod.

  15. #175

    Default Re: Kingdoms Grand Campaign Mod Feedback

    @Black_Rider

    Please read my posts before you keep asking me these questions.

    Now no more questions until I have released this patch please, thanks.


    Dave

  16. #176

    Default Re: Kingdoms Grand Campaign Mod Feedback

    D

  17. #177

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Hey guys,

    Uploading the final patch update now...

    The download is almost 50MB btw, this is because of the new map textures mostly..

    Anyway on to last minute changes that were made to the patch..

    -I decided to drop the idea of increasing the Fortress upgrade requirement to population 10000. As I didn't want to cause some of you to have panic attacks Instead I dropped all castle populations to 3000 or under at the start.
    -The mamluk uprising event was removed because it was causing some unwanted issues.
    -Garrison script improved and extended to 9 more settlements.
    -Brigand rebels not disabled completely because I am unsure of possible side effects. However I did reduce them slightly.
    -I improved the win conditions by making them require you to hold more key settlements. Instead of making you need more regions for victory, this stays the same.

    Dave

  18. #178

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Okay here is the final patch update

    Before you download this patch note that old saved games will not load and will crash. This is because I added new map regions, so don't worry it is not a bug!

    Install Instructions

    You must have Kingdoms Grand Campaign Mod installed first then simply install this over it to the same directory. Example, C:\Program Files\SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod. The installer is simple to use and now places a mod shortcut on the desktop.

    This will be my last patch update for Kingdoms Grand Campaign Mod. It has been really great for me releasing my mod to the community and seeing so many of you enjoy it. And thankyou to everyone who helped contribute to this mod in some way.

    Patch Download
    http://www.twcenter.net/forums/downl...o=file&id=1790


    Modders from the community I would like to thank:

    Lusted
    Burreck
    Repman
    Plasticfigurine
    Unspoken Knight
    Harry Lime
    Spurius
    King Kong
    Grandviz
    DrJambo


    all the best
    Dave
    Last edited by Dave Scarface; February 03, 2008 at 06:32 AM.

  19. #179

    Default Re: Kingdoms Grand Campaign Mod Feedback

    Well done Dave! Downloading as we speak.

  20. #180

    Default Re: Kingdoms Grand Campaign Mod Feedback

    I need the first patch too, correct? I'm downloading them both now and will install the first one, well, first, but is it required for the second patch?

    Great work, haven't played it yet but I'm dying to.

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